[DOTO] Dawn Of The OverLords

i have a dumb question

you have linked alot of cool promotions (pinch ,cover) to one named " skilled warrior " , but that one you can never get ... , so you cant get those promotions either ...

also , cant find how to get city raider 3 or city def 3
 
well , you could forgo skilled warrior and just link them as normal to strength 10% , as units dont have any problem receiving that promotion

also , the green promotions , exceptional-avatar seem locked , not even my 60 xp unit with leader can get any of them.

dunno if artillery units can get speed or blitz but would be nice if they could

frigates seem unable to bombard or range bomb .

i seem unable to build cavalry even though i have factories and stables and horse pastures.

i would suggest a promotion if you think its possible ..." body armor" - it would give extra hp to that unit (melee,archery,gunpowder,recon) - i would link it to strength 30% or city raider/defence 3.
- knights ,cuirasiers and cavalry should have body armor as default promotion , since their very image is a person in armor on a horse.
 
Hello Keldath,

Sorry for not reading all previous 115 or so pages of this thread, but I want to try your mod in high resolution but on start up I get this crap:

I'm not planning to buy another PC-system because afaik I can run all mods flawlessly on my system. I don't wanna play this in low-res :cry:
I hope you find a solution ;)
 
hi arian,

im glad you wanna try the mod,

this is indeed a crappi alert, im not familiar with it, can you plz write me what are the settings you tried?

the mod uses the revdcm basis, so im puzzled with this, i have a new version with revdcm 2.8,
when youll tell me the res your trying ill try it to on my end and see what happen.

really hope youll give the mod a chance, i know your active on fanatics for a while, and id love to hear your opinion.

cheers.
 
hi arian,

im glad you wanna try the mod,

this is indeed a crappi alert, im not familiar with it, can you plz write me what are the settings you tried?

the mod uses the revdcm basis, so im puzzled with this, i have a new version with revdcm 2.8,
when youll tell me the res your trying ill try it to on my end and see what happen.

really hope youll give the mod a chance, i know your active on fanatics for a while, and id love to hear your opinion.

cheers.

This are my usual graphics settings:
Spoiler :

This is what I'm stuck with after loading Overlord:
Spoiler :

And there seems to be no way to change this!
 
one of my units randomly got promoted to skilled warrior after attacking a city , by itself ...
i dont mind a random promotion but yeah , dont link it to pinch ...

also , there seems to be a clutter of buildings in the sci-fi era , again i woulndt mind but ussualy scenarios and normal games have a turn limit , to build all those , and corps and religions in all cities would take 1000 turns ... maybe cut down some redundant ones , same with units .

also there seem to be some "national wonders " that can be built multiple times in various cities ?
ie walrus , modern barracks etc ... if its national in civ 4 it means 1 per civ not 8 per civ.

my thought is , make them normal national wonders or normal buildings , this weird combo you made only makes it very hard to figure out whats who. just ask for size 15 for them. theatres and temples should need size 2 only , or is very hard to build culture in a newly taken city.

one last thing , artillery units have a cool promotion named "accuracy " , but in later stages one uses aviation and satellites to reduce defences of cities , could you make this promotion available to bombers and satellites ?

and lastly , i dont have rubber and geologists cant make a rubber pit or factory ... remove coal and iron mines buildings and make a rubber plant , or make it a national wonder building that gives one rubber to that civ ( ie . synthetic rubber factory - needs 1 oil or 1 gas makes 1 rubber. )
 
Arian,
how weird,
these are the settings im using on my end (i rarley play - mainly for testing - thats why its low)

i think i know a solution:
delete everything inside this folder - "UserSettings" and if that doesn't help - delete the "overlord2.3.8.ini" file.

i think its one of these files that just "saves" the settings im using, i think solved something similar once.

looking forward for your reply.


Pef,
one of my units randomly got promoted to skilled warrior after attacking a city , by itself ...
i dont mind a random promotion but yeah , dont link it to pinch ...

this is a mod component called occasional promotions , it grants randomly a promotion according to the part the unit won (defense, attack, so on)

also there seem to be some "national wonders " that can be built multiple times in various cities ?
ie walrus , modern barracks etc ... if its national in civ 4 it means 1 per civ not 8 per civ.
yes, some national wonders can be built more then once, its something i made up.

and lastly , i dont have rubber and geologists cant make a rubber pit or factory ... remove coal and iron mines buildings and make a rubber plant , or make it a national wonder building that gives one rubber to that civ ( ie . synthetic rubber factory - needs 1 oil or 1 gas makes 1 rubber. )

ill check this out.

the units and buildings, turn limit to build those - can you elaborate on this?


thanks for the feedback.



****************
heres a small patch that fixes the missing cavalry units and it also removed the war chiefs.

extract in the mods unit folder under xml - overwrite the two files.

in a few days ill release a new version.
 

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Arian,
how weird,
these are the settings im using on my end (i rarley play - mainly for testing - thats why its low)

i think i know a solution:
delete everything inside this folder - "UserSettings" and if that doesn't help - delete the "overlord2.3.8.ini" file.

i think its one of these files that just "saves" the settings im using, i think solved something similar once.

looking forward for your reply.

I'm sorry Keldath, but it didn't help :(
 
bull feature?

humm..im pretty sure its one of these files in the mod, since it uses my own settings.

i was sure deleting the user setting will fix it.

also -you say deleting the ini does not help,

then maybe try to delete the mod, run another mod to see that the settings you like work, then re install the mod ol2, then before you load it - delete the user settings.

maybe something is written into the custom assets also, or cache or something.

this troubles me..
 
bull feature?

humm..im pretty sure its one of these files in the mod, since it uses my own settings.

i was sure deleting the user setting will fix it.

also -you say deleting the ini does not help,

then maybe try to delete the mod, run another mod to see that the settings you like work, then re install the mod ol2, then before you load it - delete the user settings.

maybe something is written into the custom assets also, or cache or something.

this troubles me..

Don't worry, not good for the heart :)
Quot Capita and History in the Making are running correctly on my system in high resolution.
I deleted the cache but that didn't help either.

Here's a screenie of the best I can get:


Ingame view:


As you can see I've Multi Unit Graphics in game but the setting say Single Unit Graphics. Man, that's weird :crazyeye:
 
nice patch , fixed cavalry alright , but now my old save doesnt work , lol.

so , as i was saying , there are way too many units and troops in later stages , i suggest
you remove m8 , m10 , mech inf , tank destroyer , m4a1 ,type 99 , flock of heli ,early tank , maybe some others which are doubled or redundant.
not sure why but the stryker looks a much better garrison unit than mech inf.

make paratroopers able to upgrade into a later unit.. and i think they should be able to drop and attack , which they are not.

is it a bug or how is AI able to build cats and trebuchets and caravel and archery units while in modern age ?

all early gunpowder units are dependant on a sulfur mine , at least riflemen should not need , so a defensive unit will be available to civs without sulfur.

nuclear subs cant see other subs .. which is weird knowing that one costs 1 bil dollars .

modern artillery should have 2 moves.

andromeda satellite should have 100 str at most , 700 is OP.
predators should have 30 str and evasion promotion... they cant be stronger than modern fighters that are patrolling the sky .
stealth bombers should cost 2000 hammers and have ace and evasion.

ok , for the finale : drop like 50% of all future era buildings , i already make 15k gold/turn with 100% in espionage ... and only built a few of them.
 
wow that's an excellent report!

thank you!

ok about all the extra units, well, you want me to rebuild the mod..that's tons of work, i explain why , for now i wont be cutting down units.
first, i like a lot of unit variety, but i don't like redundant units, so my goal is to have a detailed combat system, by using a variety of units that each serves a part, think of it as a rock paper scissor system with some more objects.
my theme is 2 units of the same type - two tanks that each have a different strength and power against another unit. i like the combat to be more varied this way.
what i need to do more is to emphasize this variety by giving more different values to units.
id love to have some feedback on that matter so i can adjust the unit strengths more.

paratrooprs, your right, i will do something for them in late game.

wierd that the ai can build those siege units later, i can fix this easily.

make rifle man without sulfur...hummm... in one of my games i did notice that i lack a good defense unit, so i tried to give the musketeers more power, how about i will raise their value more instead? give them major defense bonus against cavalry or something? or i could do as you say...what do you think?

subs - check, will be fixed.

artillery, check will be done.

other units - check will be done.

so you make a lot of money in late stages, i dont like this, in earlier versions, ive made it difficult to earn money in the mod, i will make it that maintenance and distance from city will be higher in modern era, this will compensate for the buildings right?


thank you so much for this, you help me in building the new release, plx bring even the smallest thing you think need to be attended, im delaying next release for this :)

thanks.
 
well , i'd like a better carrier unit for future era , one capable of launching paratroopers like a fort .. and can carry helis , fighters , predators , 6 slots plus one for paratroopers.
i'd say 40 str , 10 moves , +30 def vs air units , - 30 def vs subs.

later subs should also carry marines and special forces , only 1 per sub.


and making money isnt so hard , just set holy city , corps HQ and wall street in capital , use city state civic or bureaucracy for bts.you will prolly need to move to a new capital in mid game though.nothing wrong with it , its just how its suppossed to be , but extra buildings add extra gold in future era.

also , can something be done about tech cost , once i have sangakore ,antitheistic and representation plus oxford and copernic i can ussually tech at 1 turn with 0 % in science slider.
prolly i have some more wonders/civics that give specialists as well.
i would like them 10/20 times harder to get. for example in a future era save i get 30k science/turn at 0 %.

and yeah , something must be done to address the cavalry /gunpowder balance , i think historically halebardiers were the unit to oppose cuirassiers , for civ4 they should have 10 str with +70% vs mounted and melee.
The Swiss used them so succesfully that nobody tried more than once to conquer them.
this way you only add one unit and dont need to change the sulfur units.
and no , early gunpowder units were quite lousy , 2 mins between shots gave cavalry plenty time to butcher them.
machine guns could have +100% vs mounted/melee to thoroughly explain the difference.(i dont recall if you have them)

Lastly , about rubber ... i think sports and automobiles had benefited the most , maybe make a half-tracked unit that needs rubber , and also wheeled armored units , for example the stryker , use rubber wheels.
Maybe Wembley wonder doubles speed with it .
I did see a rubber plantation on geologist so i guess its ok.

just had an idea about tech and science balance , for each era there is a new science building so , make each of them give 100% bonus to science , and make techs cost 20 times as before.this way , unless you build the tech building your science will not advance visibly and also specialists won't matter that much in later eras.
 
hey pef,

wiat a minute, im guessing your playing on a speed less then 1000 turns? i can say that i optimized the game mostly on 1500 turn speed.

if you are using 800 or 700 style, i didnt tested the costs so much , so if you can get 1 tech at a turn - i will edit them so they will be as they should.

i removed the machine gun,
so you suggest ill add anew unit there - swiss guard then with the strength you suggested?

rubber -0 halftrack that will have what purpose? defending unit? what tech area?


science - raise the tech costs a lot? what area of the techs - i can add some powerfull science wonders.

as for the carrier units - will be done.


im quite sure that you will very much like the next release, since most of it will be your suggestions :)

ill start work tomorrow.
 
well, i know tech cost is dependant on map size along with game speed and level
for now i duke it out on small maps , saga speed and noble , mostly cause i dont have a video card
so most of my RAM goes into the onboard card to help it .

i love your mod cuz even though i'm crippled by lack of card i dont get MAFs or CTDs , you must have done something right :)

for tech , i guess say classic era : you can build library but tech cost 5 times more (classic era tech)
and so on , in medieval you get monasteries , in reneissance university , industrial - observatory , modern - laboratory , future - radio telescope.

also i don't use tech diffusion , i think its anti-historic since civilizations that haven't focused on science did get let behind and eventually conquered.which is why 90% of todays countries speak english, french and spanish.
 
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